#!/bin/bash -e
#
#   Neutron3529's Unity Game Plugin
#   Copyright (C) 2022 Neutron3529
#
#   This program is free software: you can redistribute it and/or modify
#   it under the terms of the GNU Affero General Public License as
#   published by the Free Software Foundation, either version 3 of the
#   License, or (at your option) any later version.
#
#   This program is distributed in the hope that it will be useful,
#   but WITHOUT ANY WARRANTY; without even the implied warranty of
#   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#   GNU Affero General Public License for more details.
#
#   You should have received a copy of the GNU Affero General Public License
#   along with this program.  If not, see <https://www.gnu.org/licenses/>.
#
############################################################################
#
#   * compile instructions: put this file and `utils.cs` in `steamapps`
#   * folder, open a terminal in the same folder, and execute:
#   *
#   * ```
#   *     chmod +x ${file}.cs
#   *     ./${file}.cs
#   * ```
#   *
#   * then the mod will be compiled automatically.
#   *
#   * Here we wrote a shebang like file, which is correct
#   * in my computer (Manjaro XFCE), if such script do not work
#   * in your computer, you could just try the instructions below :

export GAME_NAME="${0%\.cs}"                                # might modify if the name mismatch.
export GAME_DIR="$GAME_NAME"                                # might be modified, but "$GAME_NAME" cover most of the cases.

export FILE_NAME="$0"
export ASSEMBLY="Assembly-CSharp"                           # might be modified
export UTILS="utils.cs"                                     # might be modified if you do not put utils.cs in the current dir.
export PLUGIN_ID="Neutron3529.Cheat"                        # should be modified
export NAMESPACE_ID="Neutron3529.Cheat"                     # should be modified
export GAME_BASE_DIR="common/$GAME_DIR"                     # should modify GAME_DIR instead since GAME_DIR == GAME_NAME is almost always true.

export IFS=$'\n' # to disable the annoying space.
export DOTNET="dotnet" # the location of the DOTNET executable file.
[ -z "$DOTNET_CSC_DLL" ] && export DOTNET_CSC_DLL=`\ls /usr/share/dotnet/sdk/*/Roslyn/bincore/csc.dll` # In manjaro, the csc.dll is located in /usr/share/dotnet/sdk/*/Roslyn/bincore/csc.dll

__MODE_VERBOSE=99 # is the line number of "#define VERBOSE", may be modified
__MODE_DEBUG__=$((__MODE_VERBOSE+1))
__MODE_RELEASE=$((__MODE_DEBUG__+1))

case $1 in
    V)       _MODE__SELECT_=$__MODE_VERBOSE     ;;
    v)       _MODE__SELECT_=$__MODE_VERBOSE     ;;
    VERBOSE) _MODE__SELECT_=$__MODE_VERBOSE     ;;
    verbose) _MODE__SELECT_=$__MODE_VERBOSE     ;;
    D)       _MODE__SELECT_=$__MODE_DEBUG__     ;;
    d)       _MODE__SELECT_=$__MODE_DEBUG__     ;;
    DEBUG)   _MODE__SELECT_=$__MODE_DEBUG__     ;;
    debug)   _MODE__SELECT_=$__MODE_DEBUG__     ;;
    *)       _MODE__SELECT_=$__MODE_RELEASE     ;;
esac

( yes "" | head -n $_MODE__SELECT_ | head -n-1  ; tail $FILE_NAME -n+$_MODE__SELECT_ ; cat $UTILS) | sed s/%%NAMESPACE_ID%%/${NAMESPACE_ID}/g | sed s/%%PLUGIN_ID%%/${PLUGIN_ID}/g | $DOTNET $DOTNET_CSC_DLL -nologo -t:library \
  -r:"${GAME_BASE_DIR}/BepInEx/core/BepInEx.dll" \
  -r:"${GAME_BASE_DIR}/BepInEx/core/0Harmony.dll" \
  -r:"${GAME_BASE_DIR}/BepInEx/core/BepInEx.Harmony.dll" \
  `[ -e "${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/netstandard.dll" ] && echo "-r:\"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/netstandard.dll\""` \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/System.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/System.Core.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.AIModule.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.CoreModule.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.UI.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/mscorlib.dll" \
  $(for i in "${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/$ASSEMBLY"*.dll ; do echo -e "-r:\"$i\"\n" ; done) \
  -out:"${GAME_BASE_DIR}/BepInEx/plugins/${FILE_NAME%.*}".dll \
  -optimize `[ "$_MODE__SELECT_" == "$__MODE_DEBUG__" ] && echo -debug` \
  - && rm -f "${GAME_BASE_DIR}/BepInEx/config/${PLUGIN_ID}.cfg";

if [ -n "$2" ]; then
    git add ${FILE_NAME}
    case $2 in
        R) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        r) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        RANDOM) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        random) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        U) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        u) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        UPLOAD) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        upload) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        *) git commit -am "$2" ;;
    esac
    git push
fi
exit

#define VERBOSE // the line of __MODE_VERBOSE
#define DEBUG



using System;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Collections.Generic;

using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine;

namespace %%NAMESPACE_ID%%
{
    [BepInPlugin("%%PLUGIN_ID%%", "%%NAMESPACE_ID%%", "0.1.0")]
    public partial class Cheat : BaseUnityPlugin {
        void Start2() {
            // 主要逻辑放在`utils.cs`中，这里的start2只是为了以防万一
            // 目前来说，这个函数的唯一用途是用来“叮”……
            // 就像这样：
            logger("叮~修改器启动，请安心游戏");
        }
        [Desc("每次阅读完成时获得十倍阅读加成（可以瞬间领悟书本武学到上限）")]
        [HarmonyPatch(typeof(Heluo.Data.BookData), "AddReadTime")]
        class BookDataAddReadTime : Bbool {
            static bool Prefix(Heluo.Data.BookData __instance){
                if (__instance.IsReadFinish) {
                        logger("河洛的锅：书读完了？");
                    return false;
                } else {
                    if (__instance.Item.ReadEffect == null) {
                        logger("河洛的锅：書籍閱讀效果資料未填或有誤");
                        return false;
                    }
                    for(int x=0;x<4;x++){
                        for (int i = 0; i < __instance.Item.ReadEffect.Count; i++)
                        {
                            Heluo.Data.Reward reward = __instance.Data.Get<Heluo.Data.Reward>(__instance.Item.ReadEffect[i]);
                            if (reward != null)
                            {
                                reward.GetValue();
                            }
                        }
                    }
                }
                return true;
            }
        }
        [Desc("每次阅读时读图书馆存在的全部书籍，且每本书温故知新10次")]
        [HarmonyPatch(typeof(Heluo.UI.CtrlReading), "ConfirmReading")]
        class CtrlReadingConfirmReading : Bbool {
            static bool Prefix(Heluo.UI.CtrlReading __instance,Heluo.Utility.EnumArray<Heluo.Data.BookTab, List<Heluo.UI.BookInfo>> ___sort){
                foreach(Heluo.Data.BookTab x in Enum.GetValues(typeof(Heluo.Data.BookTab))){
                    foreach(Heluo.UI.BookInfo i in ___sort[x])
                    Heluo.Game.GameData.ReadBookManager.ConfirmReading(i.Book.Id, 10);
                }
                return true;
            }
        }
        [Desc("养成收益*1000且心情恒定为100")]
        class CharacterTraitDataGetTraitEffect : Bbool {
            static IEnumerable<MethodBase> TargetMethods()
            {
                foreach(MethodInfo m in typeof(Heluo.Data.CharacterTraitData).GetMethods((BindingFlags)(-1)))if(m.Name=="GetTraitEffect" && m.ReturnType==typeof(float)){
#if DEBUG
                    logger("注入GetTraitEffect方法+1");
#endif
                    yield return m;
                }
            }
            static void Postfix(ref float __result) {
                //return instructions;
                __result*=1000f;
                Heluo.Game.GameData.Emotion=150;
            }
        }
        [Desc("出游时必定触发升阶剧情")]
        [HarmonyPatch(typeof(Heluo.Data.FavorabilityData), "CanRankUp")]
        class FavorabilityDataCanRankUp : Bbool {
            static bool Prefix(Heluo.Data.FavorabilityData __instance){
                __instance.Exp=__instance.MaxExp;
                return true;
            }
        }
    }
}

